Fix Zone of Control (#6891)

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itanasi 2022-05-21 06:24:18 -07:00 committed by GitHub
parent 915f3e694f
commit 8b9946e65e
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@ -43,7 +43,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
// Each of these two function calls `hasUnique(UniqueType.CityStateTerritoryAlwaysFriendly)`
// when entering territory of a city state
val areConnectedByRoad = from.hasConnection(civInfo) && to.hasConnection(civInfo)
val areConnectedByRiver = from.isAdjacentToRiver() && to.isAdjacentToRiver() && from.isConnectedByRiver(to)
if (areConnectedByRoad && (!areConnectedByRiver || civInfo.tech.roadsConnectAcrossRivers))
@ -77,7 +77,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
if (unit.noFilteredDoubleMovementUniques)
return terrainCost + extraCost
if (unit.doubleMovementInTerrain.any {
if (unit.doubleMovementInTerrain.any {
it.value == MapUnit.DoubleMovementTerrainTarget.Filter &&
to.matchesFilter(it.key)
})
@ -92,7 +92,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
yield(tile)
}
else if (tile.militaryUnit != null && civInfo.isAtWarWith(tile.militaryUnit!!.civInfo)) {
if (tile.militaryUnit!!.type.isWaterUnit() || (unit.type.isLandUnit() && tile.militaryUnit!!.isEmbarked()))
if (tile.militaryUnit!!.type.isWaterUnit() || (unit.type.isLandUnit() && !tile.militaryUnit!!.isEmbarked()))
yield(tile)
}
}
@ -126,7 +126,6 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
// anyway.
if (unit.ignoresZoneOfControl)
return false
return true
}
@ -455,7 +454,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
// Cache this in case something goes wrong
var lastReachedEnterableTile = unit.getTile()
var previousTile = unit.getTile()
var previousTile = unit.getTile()
var passingMovementSpent = 0f // Movement points spent since last tile we could end our turn on
unit.removeFromTile()
@ -475,7 +474,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
// This fixes a bug where tiles in the fog of war would always only cost 1 mp
if (!unit.civInfo.gameInfo.gameParameters.godMode)
passingMovementSpent += getMovementCostBetweenAdjacentTiles(previousTile, tile, unit.civInfo)
// In case something goes wrong, cache the last tile we were able to end on
// We can assume we can pass through this tile, as we would have broken earlier
if (unit.movement.canMoveTo(tile, assumeCanPassThrough = true)) {
@ -491,7 +490,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
break
}
}
val finalTileReached = lastReachedEnterableTile
// Silly floats which are almost zero
@ -664,7 +663,7 @@ class UnitMovementAlgorithms(val unit: MapUnit) {
val firstUnit = tile.getFirstUnit()
// Moving to non-empty tile
if (firstUnit != null && unit.civInfo != firstUnit.civInfo) {
// Allow movement through unguarded, at-war Civilian Unit. Capture on the way
// Allow movement through unguarded, at-war Civilian Unit. Capture on the way
// But not for Embarked Units capturing on Water
if (!(unit.isEmbarked() && tile.isWater)
&& firstUnit.isCivilian() && unit.civInfo.isAtWarWith(firstUnit.civInfo))